The "Super Star" and "Big Star" pinball machines were both produced by Williams in 1972, designed by Steve Kordek with artwork by Christian Marche. "Super Star" is the replay version, allowing players to win free games, while "Big Star" is the add-a-ball version, extending play by adding extra balls instead of awarding free games. Both machines are electro-mechanical with similar playfield layouts featuring two flippers, four pop bumpers, and a unique drop target that blocks a center kick-out hole, adding a strategic element to the gameplay.
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Big Star
Quickie Version:
Shoot the red rollover buttons to advance the value of the center saucer, hit the drop target in front of it to expose it, shoot the saucer. shoot the red rollovers to raise the saucer value, hit the drop target in front of it, shoot the saucer. A well-aimed shot will score all five rollovers on a side in sequence; each advance through number five moves the value of the center saucer up by 10000 points. Bumpers, standup targets and slingshots, all are worth diddly squat [10 or 100] compared to the 10000 to 40000 for the center saucer. The “advance” standup targets to the sides of the center saucer each advance you a couple of 1-2-3-4-5 numbers towards raising the saucer value (how many is setting-adjustable).
Go-to Flipper:
Balanced
Risk Index:
Very High
Full Rules:
This is the add-a-ball version of Super Star, with different point values. Not a game I’m thrilled about. It’s got multiple ball protect features that are moderately useful, but not much to shoot at. Let’s start with the protectors: the upper left yellow standup raises the rubber post at the left outlane, the upper right target does it at the right outlane. Both posts can have the ball creep past them, but they will save at least half the balls heading their way. The posts are lowered if you hit the middle standup target on the same side of the machine, or if you make the center saucer shot. The two lower outside slingshots raise the center post, but the button right above that post lowers it, so again it’s only partial protection - - a ball heading SDTM can go over that button, lower the post, and drain. On the other hand, some balls heading towards a center drain will deflect off the edge of the down post button enough for you to save them with a flipper. You can have some long game times if you keep the three posts up and the tilt is liberal. As for points, see the Extra balls and specials may be set to award 100,000 points instead. The top three SU-P-ER lane at least give you 5000 when you get all three of them. Yawn.
via Bob's Guide
Super Star
Quickie Version:
Shoot the red rollover buttons to advance the value of the center saucer, hit the drop target in front of it to expose it, shoot the saucer. shoot the red rollovers to raise the saucer value, hit the drop target in front of it, shoot the saucer. A well-aimed shot will score all five rollovers on a side in sequence; each advance through number five moves the value of the center saucer up by 5000 points. Bumpers, standup targets and slingshots, all are worth diddly squat [10 or 100] compared to the 5000 to 20000 for the center saucer. The “advance” standup targets to the sides of the center saucer each advance you a couple of 1-2-3-4-5 numbers towards raising the saucer value (how many is setting-adjustable).
Go-to Flipper:
Balanced
Risk Index:
Very High
Full Rules:
Not a game I’m thrilled about. It’s got multiple ball protection features that are moderately useful, but not much to shoot at. Let’s start with the protectors: the upper left yellow standup raises the rubber post at the left outlane, the upper right target does it at the right outlane. Both posts can have the ball creep past them, but they will save at least half the balls heading their way. The posts are lowered if you hit the middle standup target on the same side of the machine, or if you make the center saucer shot. The two lower outside slingshots raise the center post, but the button right above that post lowers it, so again it’s only partial protection - - a ball heading SDTM will go over that button, lower the post, and drain. On the other hand, some balls heading towards a center drain will deflect off the edge of the down post button enough for you to save them with a flipper. You can have some long game times if you keep the three posts up and the tilt is liberal. As for points, see the The top three SU-P-ER lane at least give you 5000 when you get all three of them. Yawn.
via Bob's Guide